The Sernpidal shipyards’ B-4D Legion bomber utilizes drone technology at every turn. The Legion’s drones can be used to strike at foes, reinforce and repair allies, and offer new battlefield strategies, turning the bomber into a versatile and devious wildcard. In addition to its basic laser cannons, the Legion can equip either a missile or mine as a secondary weapon, giving it further means of destroying foes.

Warcarrier

The Elsinore-Cordova Warcarrier is designed to carry and deploy automated drones to strike at enemies, assist allies and reshape the field of battle. Its basic laser cannons can be augmented by secondary missiles or mines, but while it possesses the bomber class’s usual resilience, its ship-to-ship combat abilities remain limited. When properly utilized, a Warcarrier can bring a terrifying range of technologies into play, leaving enemies scrambling to adjust

M-7 Razorwire

The M-7C Razorwire is the ultimate Imperial minelayer, built in the Sernpidal shipyards and loaded with some of the most dangerous ordnance in the galaxy. The Razorwire carries multiple sets of mines and possesses expanded ammunition capacity, allowing it to deploy deadly traps and barricades wherever required. A moderate sensor range and long-range communications systems allow Razorwire pilots to coordinate with allies, but as with other bombers, its dogfighting capability is poor

Rampart Mark Four

Elsinore-Cordova’s Rampart Mark Four bomber is a minelayer first and foremost. With extended ammunition caches and two distinct types of mines, the Rampart is capable of laying down barricades any squadron would fear to penetrate. Its defenses and primary weapons match the bomber baseline, while it has a moderate sensor range and excellent communications systems.

Stike Fighters

There are two variants of Strike Fighters. One variant can carry two type of blasters swappable in combat while the other variant can carry two types of missiles also swappable in combat.

The ultimate Imperial dogfighter, the F-T6 Rycer (named for an ace Imperial pilot of the last war) is a product of the Dromund Kalakar shipyards. The Rycer can be fitted with two primary blasters from an arsenal of options, including multiple laser and ion cannons; properly equipped, it can destroy or disable foes at any range. The Rycer is even more maneuverable than most strike fighters, but its defenses are less formidable-a fair trade, according to its pilots

FT-8 Star Guard (Republic)

Rendili has been producing Republic starfighters for centuries, and the FT-8 Star Guard is the company’s latest achievement–a complete redesign of the FT-5A Honor Guard model. The Star Guard carries two primary blasters and gains maneuverability over other strike fighter-class ships at the cost of defensive strength. The Star Guard can support an array of laser and ion cannons that allow it to engage foes at multiple distances, but its lack of heavy ordnance makes it less effective against armored objectives. When it comes to dogfighting, however, there may be no finer ship in the galaxy

TZ-24 Gladiator (Empire)

As a venerable starfighter design sold to security forces on many of the worlds conquered by the Empire, uncountable thousands of TZ-24 Gladiators have fallen into Imperial hands over the years. Adapted from the larger TZ-2 transport, the Enforcer was designed to serve as a rugged, no-frills combat fighter for long campaigns in remote regions. The Empire has done little to alter the model given its excellent performance record, and regularly fields the Enforcer alongside its standard starfighter complements.

TZ-24 Enforcer (Republic)

Designed before the start of the Great Galactic War, the TZ-24 Enforcer remains a highly popular design, and serves as the mainstay of dozens of planetary defense forces throughout the Republic. The ship’s designers took great pride in the rugged simplicity of their design, hoping it would provide long years of use even the galaxy’s most remote sectors. Given its extended history of service with minimal need for upgrades, the model has surely lived up to its designers (and buyers) expectations.

F-T2 Quell (Empire)

Tradition is as important as innovation at the Dromund Kalakar shipyards, and each new design must also honor the past. The F-T2 Quell brings an old name to a fresh exemplar of strike fighter design, possessing speed, maneuverability and good defenses coupled with twin secondary weapon systems that can be switched over mid-combat. This flexibility enables a Quell to carry (for example) both ship-to-ship missiles and torpedoes, allowing it to take on both enemy vessels and stationary objectives

FT-6 Pike (Republic)

Well-armed, well-armored, and with the speed and maneuverability pilots expect from a strike fighter, the Rendili FT-6 Pike carries two sets of secondary weapons along with its primaries, allowing it (when properly equipped) to swap between ship-to-ship missiles and torpedoes mid-combat. This makes the Pike a versatile fighter, able to eliminate enemy ships and armored objectives in the same attack run. Some starfighter pilots are specialists, but Pike pilots are ready for anything

Strike Fighter Loadout Comparisons

Rycer/Starguard and Gladiator/Enforcer have almost identical available loadouts (Gladiator/Enforcer ships have Power Dive which the Rycer/Star Guard ships don’t have) but differ in default loadout slightly

The Imperial Tandankin shipyards produce a small number of elite scout craft used for both reconnaissance and lightning strikes. The S-12 Blackbolt combines extraordinary speed, maneuverability and strafing capacity with powerful sensors and communications rigs. Enemies can be spotted early and their locations relayed to allies–or a Blackbolt pilot can take foes on directly with short- and mid-range laser cannons. Stationary objectives are prime targets for the Blackbolt’s rockets. The Blackbolt has only bare-bones defenses, however, with weak shields and a thin, unarmored hull. For that reason, Blackbolt pilots often earn reputations as thrill-seekers or suicidal fools (or sometimes both)

NovaDive

The centerpiece of Corellia StarDrive’s scout ship line, the NovaDive is designed to provide the ideal balance of reconnaissance and offensive capabilities. Advanced sensor and communications suites allow NovaDive pilots to quickly spot enemy craft and relay their positions to allies, while mountings for short- and mid-range laser cannons and rocket pods ensure that the craft can hold its own against enemy fighters and even strike at armored objectives. Unfortunately, defensive systems are meager at best; veteran pilots have learned to rely more on the NovaDive’s speed and maneuverability than its shields or armor to survive tough engagements.

S-13 Sting

The shipyards of Tandankin have served the Imperial war machine for decades, specializing in experimental designs. With its array of laser cannons, ship-to-ship missiles, and hardened armor and shields, the Tandankin-built S-13 Sting barely qualifies as a scout, but it maintains considerable sensor and communications range diminished only in comparison to other scout-class vessels. Its weapons and defenses still don’t match those of a full strike fighter, but it can be just as deadly in the right hands.

Flashfire

When Corellia StarDrive appeared on the verge of losing its military contract, the company refocused on a new scout model–one that would trade away sensor and communications range along with specialized sensor tech in return for more powerful laser cannons, mid-range missiles and stronger defenses across the board. The result is the Flashfire, combining other scouts’ speed with deadly offensive capabilities. A Flashfire may not compete head-on against a strike fighter, but its maneuverability may be the edge a skilled pilot needs

IL-5 Ocula (Empire)The Czerka IL-5 Ocula was the company’s first entry into the modern scout starfighter field, and utilizes a number of proprietary miniaturization techniques to ensure that nearly all popular internal components can be accommodated. Imperial military officials have shown a particular fondness for the design, ordering thousands of the craft through intermediaries while Czerka executives turn a blind eye. Imperial pilots often employ the craft on long-range reconnaissance missions into territories where their standard scout ships would be quickly recognized.

IL-5 Skybolt (Republic)

Although the Republic military officially passed on Czerka’s IL-5 Ocula in favor of designs from Corellia StarDrive, a number of regional governors and "flexible" fleet admirals have made the craft a common sight on Republic flight decks nonetheless. Flight crews have a great appreciation for the ease of installing a huge variety of aftermarket components (a rare feature from Czerka), and many pilots have come to favor the design over their standard-issue scout models

Scouts Loadout Comparisons

Sting/Flashfire and Ocula/Skybolt have identical available loadout but differ in default loadout slightly

Ocula/Skybolt have Blaster Overcharge instead of Targeting Telemetry for Systems

S-12 Blackbolt/NovaDive

S-13 Sting/Flashfire IL-5 Ocula/IL-5 Skybolt

S-12 Blackbolt/NovaDive

S-13 Sting/Flashfire

AVAILABLE LOADOUT

AVAILABLE LOADOUT

DEFAULT LOADOUT

DEFAULT LOADOUT

Primary Weapons

Primary Weapons

Primary Weapon

Primary Weapon

Rapid-Fire Laser Cannon

Rapid-Fire Laser Cannon

Rapid-Fire Laser Cannon

Light Laser Cannon

Light Laser Cannon

Light Laser Cannon

Secondary Weapon

Secondary Weapon

Laser Cannon

Burst Laser Cannon

Rocket Pods

Cluster Missiles

Quad Laser Cannon

Systems

Systems

Secondary Weapons

Secondary Weapons

Booster Recharge

Targeting Telemetry

Rocket Pods

Rocket Pods

Shield

Shield

Thermite Torpedo

Cluster Missiles

Quick-Charge Shield

Distortion Field

Sabotage Probe

Sabotage Probe

Engines

Engines

Systems

Systems

Barrel Roll

Koiogran Turn

Targeting Telemetry

Targeting Telemetry

Armor

Armor

Sensor Beacon

Blaster Overcharge

Lightweight Armor

Reinforced Armor

Booster Recharge

Booster Recharge

Capacitor

Capacitor

Shields

Shields

Range Capacitor

Damage Capacitor

Distortion Field

Distortion Field

Sensors

Reactor

Quick-Charge Shield

Quick-Charge Shield

Range Sensors

Turbo Reactor

Engine Power Converter

Directional Shield

Thrusters

Thrusters

Engines

Engines

Power Thrusters

Regeneration Thrusters

Power Dive

Power Dive

Snap Turn

Retro Thrusters

IL-5 Ocula/IL-5 Skybolt

Barrel Roll

Barrel Roll

DEFAULT LOADOUT

Koiogran Turn

Koiogran Turn

Primary Weapon

Armor

Armor

Light Laser Cannon

Reinforced Armor

Reinforced Armor

Secondary Weapon

Lightweight Armor

Lightweight Armor

Cluster Missiles

Deflection Armor

Deflection Armor

Systems

Capacitor

Capacitor

Blaster Overcharge

Range Capacitor

Range Capacitor

Shield

Frequency Capacitor

Frequency Capacitor

Distortion Field

Damage Capacitor

Damage Capacitor

Engines

Sensors

Reactors

Koiogran Turn

Dampening Sensors

Large Reactor

Armor

Range Sensors

Regeneration Reactor

Reinforced Armor

Communication Sensors

Turbo Reactor

Capacitor

Thrusters

Thrusters

Damage Capacitor

Regeneration Thrusters

Regeneration Thrusters

Reactor

Turning Thrusters

Turning Thrusters

Turbo Reactor

Speed Thrusters

Speed Thrusters

Thrusters

Power Thrusters

Power Thrusters

Regeneration Thrusters

Basic Stats (Default Loadout, default companions)

S-12 Blackbolt/NovaDive

S-13 Sting/Flashfire IL-5 Ocula/IL-5 Skybolt

Blasters

Blasters

Weapon Power Capacity

110

Weapon Power Capacity

110

Weapon Power Regen Rate

10.0 power per second

Weapon Power Regen Rate

10.0 power per second

Weapon Power Regeneration Delay

1.5s

Weapon Power Regeneration Delay

1.5s

Shield

Shield

Shield Power Capacity

1040

Shield Power Capacity

1040

Shield Power Regen Rate

104 power per second

Shield Power Regen Rate

74.8 power per second

Shield Power Regeneration Delay

6.0s

Shield Power Regeneration Delay

4.6s

Shield Bleedthrough

0.00%

Shield Bleedthrough

0.00%

Hull

Hull

Max Health

950

Max Health

1026

Damage Reduction

0.00%

Damage Reduction

0.00%

Engines

Engines

Engine Power Capacity

108

Engine Power Capacity

100

Engine Power Regen Rate

5.0

Engine Power Regen Rate

5.4

Engine Power Regeneration Delay

3.0

Engine Power Regeneration Delay

3.0

Engine Speed

780.0m per second

Engine Speed

780.0m per second

Pitch

1.8 degrees per second

Pitch

1.8 degrees per second

Yaw

1.1 degrees per second

Yaw

1.1 degrees per second

Evasion

14.00%

Evasion

25%

Afterburner Speed Boost

320.00%

Afterburner Speed Boost

320.00%

Afterburner Cost

4

Afterburner Cost

4

Afterburner Consumption Rate

8.7 power per second

Afterburner Consumption Rate

8.7 power per second

Sensors

Sensors

Sensor Detection Range

19500m

Sensor Detection Range

17500m

Sensor Communication Range

15000m

Sensor Communication Range

15000m

Sensor Dampening

0m

Sensor Dampening

0m

Gunships

There is only one Gunship class ship at the moment.

GS5-3 Mangler (Empire)/SGS-45 Quarrel (Republic)

GSS-3 Mangler

After the Empire’s conquest of Sullust, Imperial engineers put several local SoroSuub factories to work creating starfighter parts. The SoroSuub-built GSS-3 Mangler sports two kinds of swappable railguns, strafes relatively rapidly and has an augmented communications range. Its defenses are more than acceptable, while its weaknesses–unimpressive sensors, speed, and turning rate–are standard for the class. Rumor has it that one Mandalorian clan even requested Manglers for payment when the Empire bought its services

SGS-45 Quarrel

The Sienar SGS-45 Quarrel carries swappable models of long-range railguns, giving it versatility as well as firepower. Its speed and maneuverability sit at the unimpressive gunship baseline, but it can strafe quickly and it has an impressive communications range. Hotshot dogfighters occasionally sneer at the Quarrel’s "workmanlike" build–until they see a skilled gunner devastate an enemy squadron without taking a single hit

Gunship Loadout Comparisons

GSS-3 Mangler/ SGS-45 Quarrel

GSS-3 Mangler/ SGS-45 Quarrel

AVAILABLE LOADOUT

DEFAULT LOADOUT

Primary Weapons

Primary Weapon

Light Laser Cannon

Light Laser Cannon

Burst Laser Cannon

Secondary Weapons (2)

Secondary Weapons

Slug Railgun

Plasma Railgun

Ion Railgun

Slug Railgun

Shield

Ion Railgun

Feedback Shield

Shields

Engines

Feedback Shield

Barrel Roll

Fortress Shield

Armor

Distortion Field

Reinforced Armor

Engines

Magazine

Rotation Thrusters

Regeneration Extender

Barrel Roll

Reactor

Interdiction Drive

Regeneration Reactor

Weapon Power Converter

Sensors

Armor

Communication Sensors

Reinforced Armor

Deflection Armor

Lightweight Armor

Magazine

Regeneration Extender

Power Pool Extender

Reactor

Turbo Reactor

Large Reactor

Regeneration Reactor

Sensors

Range Sensors

Communication Sensors

Dampening Sensors

Basic Stats (Default Loadout, default companions)

Blasters

Weapon Power Capacity

110

Weapon Power Regen Rate

10.8 power per second

Weapon Power Regeneration Delay

1.5s

Shield

Shield Power Capacity

1870

Shield Power Regen Rate

104.6 power per second

Shield Power Regeneration Delay

6.0 s

Shield Bleedthrough

0.00%

Hull

Max Health

1350

Damage Reduction

5.00%

Engines

Engine Power Capacity

100

Engine Power Regen Rate

5.0

Engine Power Regeneration Delay

3.0

Engine Speed

696.0m per second

Pitch

1.5 degrees per second

Yaw

0.9 degrees per second

Evasion

0.00%

Afterburner Speed Boost

320.00%

Afterburner Cost

5

Afterburner Consumption Rate

10.4 power per second

Sensors

Sensor Detection Range

15000m

Sensor Communication Range

19000m

Sensor Dampening

0m

Components – Laser Cannons

Light Laser Cannon (2000 Requisition to Unlock)

Favored by pilots who like to fight at close range, Merr-Sonn’s LCL-1 light laser cannons are twin-linked for high damage, and increased power consumption. Gunners should be aware that the LCL-1’s damage output drops drastically with distance.

Standard-issue laser cannons made by BlasTech Industries are reliable and effective, if not glamorous. The BlasTech HMC-15 fires quickly and accurately at mid-range, causing moderate damage for a medium power cost.

Tier

Upgrades

Requisition cost

1

Blaster rate of fire increased by 8%

1000

2

Blaster ranged increased by 5%

2500

3

Blaster damage increased by 5%

5000

4

Critical hit chance increased by 8%

10000

The cost of using blasters is reduced by 10%

5

Blaster damage to enemy ship hulls increased by 16%

15000

Blaster damage to enemy ship shields increased by 18%

Quad Laser Cannon (2000 Requisition to Unlock)

The gold standard of laser cannon design, Merr-Sonn’s LCQ-4 quad laser cannon fires alternating pairs of bolts from four cannon barrels, dealing considerably more damage than standard laser cannons while maintaining formidable accuracy and rate of fire. Its biggest downside is its power consumption–a drawback Merr-Sonn is keen to downplay.

Tier

Upgrades

Requisition cost

1

Blaster rate of fire increased by 8%

1000

2

Blaster ranged increased by 5%

2500

3

Blaster damage increased by 5%

5000

4

Critical hit chance increased by 8%

10000

The cost of using blasters is reduced by 10%

5

Blaster damage to enemy ship hulls increased by 16%

15000

Blaster damage to enemy ship shields increased by 18%

Rapid-fire Laser Cannon (2000 Requisition to Unlock)

BlasTech’s Spitfire rapid-fire laser cannon is capable of delivering an unparalleled number of bolts per second for a sustained period due to its low power consumption. Its damage fall-off and poor accuracy, however, limit its effectiveness to short-range engagements.

Tier

Upgrades

Requisition cost

1

Blaster damage increased by 5%

1000

2

Cost of using blasters reduced by 10%

2500

3

Blaster rate of fire increased by 8%

5000

4

Critical hit chance increased by 8%

10000

Firing arc increased by 2 deg and weapon tracking increased by 5%

5

Blaster damage to enemy ship hulls increased by 16%

15000

Blaster damage to enemy ship shields increased by 18%

Heavy Laser Cannon Upgrades (2000 Requisition to Unlock)

The SoroSuub HLC-14 heavy laser cannon has high accuracy, long range and does great damage. Its slow rate of fire and significant power consumption are seen by many pilots as a fair tradeoff. Since SoroSuub’s Sullust manufacturing centers were captured by the Empire, both Republic and Imperial navies have scrambled to obtain enough HLC-14s to arm their respective fleets.

The starfighter equivalent of a scattergun, the SoroSuub BLC-2 shoots clusters of high-damage bolts in a wide arc but has a slow rate of fire. Capable of annihilating even fast-moving opponents at close range, its damage drops rapidly with greater distance and it consumes large reserves of power.

Tier

Upgrades

Requisition cost

1

Blaster damage increased by 5%

1000

2

Accuracy increased by 2% and critical hit chance increased by 5%

2500

3

Firing arc increased by 2% and weapon tracking penalty reduced by 5%

5000

4

Blaster damage ignores 100% of enemy armor/

10000

Shield piercing increased by 9%

5

Blaster damage to enemy ship hulls increased by 16%

15000

Blaster damage to enemy ship shields increased by 18%

Ion Cannon Upgrades (2000 Requisition to Unlock)

Santhe Corporation ion cannons (nicknamed "Sparkers" by Republic pilots) do almost no damage to ship hulls but eliminate shields at frightening speed and easily disable enemy systems. They are too inaccurate to be used effectively at long range and have a slow rate of fire, but consume only moderate amounts of energy.

Tier

Upgrades

Requisition cost

1

Weapon accuracy increased by 6%

1000

2

The cost of using blasters is reduced by 10%

2500

3

Blaster rate of fire is increased by 8%

5000

4

Blaster hits drain 4 engine power from the target

10000

Ion Cannon range increased by 5%

5

Blaster hits drain 4 weapon power from the target

15000

Blaster hits drain 40 shield power from the target

Components –Missiles, Mines, Drones, and Railguns

1) Missiles & Rocket Pods

Missiles are only fired once it is locked onto a target. Rocket Pods do not require lock on but will require manual aiming

Empire ships have a 25% increased ammo pool due to different default companion passives. (Base ammo pool used below, which differs between ships as well i.e. Base ammo pool for concussions missile on a bomber is 16 vs only 12 for a strike fighter)

Firing Arc is basically size of the circle you need to keep the enemy ship inside for the missile to get a lockon

1.1 Rocket Pod Upgrades (2000 Requisition to Unlock)

Designed to fracture, fuse and atomize enemy infrastructure and other armored objectives, rocket pods can be loaded onto ships in large quantities but lack any guidance systems–they can only be fired straight ahead. As a means of obliterating bunkers, satellites and more, Elsinore-Cordova’s "Pulverizers" are one of the most compact and devastating varieties

Tier

Upgrades

Requisition cost

1

Missiles damage ignores 100% of enemy armor

1000

2

Missile rate of fire increased by 8%

2500

3

Shield piercing increased by 10%

5000

4

Firing arc increased by 4 degrees

10000

Ammunition capacity increased by 8

5

Increases the range of the rockets by 10%

15000

Rocket Pods cause additional damage over 5 seconds

1.2 Concussion Missile (2000 Requisition to Unlock)

Too massive for any ship to carry in large numbers, Balmorran Arms L04 Silent Thunder concussion missiles can lock onto a target within a moderate timeframe and carry enough fuel to travel long distances. Only two L04s are needed to destroy most ships; the missiles are also capable of doing substantial damage to satellites and other mission objectives.

Renowned for their quick lock-on time, Czerka’s RK-77 cluster missiles are a favorite for close-range dogfights. The missiles’ small frames allow pilots to carry more ammunition into battle, though this compact design also sacrifices fuel and payload space, resulting in comparatively low range and damage potential.

Tier

Upgrades

Requisition cost

1

Lock on time reduced by 14%

1000

2

Shield piercing increased by 10%

2500

3

Missile damage increased by 5%

5000

4

Missile range increased by 5%

10000

Ammunition capacity increased by 4

5

Fires two volleys of cluster missiles at a time, doing 30% more damage, but also reducing the ammo capacity by 50%

15000

Missiles cause an additional 15% damage over 5 seconds

1.4 Proton Torpedoes (2000 Requisition to Unlock)

Merr-Sonn recently unveiled its latest proton torpedo, the PX-4–a weapon capable of locking onto targets at extreme range and causing massive damage, ignoring armor and shields alike. While its drawbacks include a lengthy lock-on period, a narrow lock-on targeting cone, and the launcher’s limited ammunition capacity, the PX-4 is nonetheless ideal for deployment against armored objectives.

Tier

Upgrades

Requisition cost

1

Lock on time reduced by 14%

1000

2

Critical hit chance increased by 10%

2500

3

Missile damage increased by 5%

5000

4

Missile speed increased by 100%

10000

Firing arc increased by 4 degree

5

Ammunition capacity increased by 4

15000

Range increased by 15%

1.5 Ion Missiles (2000 Requisition to Unlock)

The Merr-Sonn Mercybringer ion missile does minimal hull damage, but a single hit is enough to down most enemy shields and short out onboard power systems. The Mercybringer locks onto targets within a moderate timeframe and has a long range. Despite its name, the Mercybringer’s enfeebled victims are rarely granted a chance to surrender

Tier

Upgrades

Requisition cost

1

Lock on time reduced by 14%

1000

2

Critical damage chance increased by 10%

2500

3

Missile hits drain an additional 5 points of engine and weapon power

5000

4

Ammunition capacity increased by 2

10000

Missile range increased by 5%

5

Missile hits slow target by 40% for 12 seconds

15000

Missile hits slow power regeneration by 50% for 6 seconds

1.6 Thermite Torpedoes (2000 Requisition to Unlock)

A mainstay of Czerka’s explosive ordnance line, LC-9 Thermite Torpedoes can lock on and strike from extreme range. Though their damage against shielding is unimpressive, these torpedoes are highly effective at burning through armored starship hulls. Even hull sections not directly struck are temporarily weakened due to the superheating effect of the thermite detonation

Tier

Upgrades

Requisition cost

1

Lock on time reduced by 14%

1000

2

Increases the duration of the armor debuff by 10 seconds

2500

3

Increase the damage dealt by Thermite Torpedoes by 5%

5000

4

Missile speed increased by 100%

10000

Firing arc increased by 4 degrees

5

Ammunition capacity increased by 4

15000

15% additional plasma damage is applied over 6 seconds

1.7 Sabotage Probe (2000 Requisition to Unlock)

GSI’s LOS-0 sabotage probe droid, once launched and attached to a foe, rapidly disables maneuvering thrusters and other ship systems, dealing minor hull damage in the process. Once used primarily by bounty hunters and law enforcement to cripple fleeing ships, these devices are invaluable in the hands of expert starfighter pilots.

Reduce the target’s power regeneration rates by 30% while Sabotage Probe is active

2) Railguns

Railguns are only useable by Gunships

2.1 Ion Railgun (2000 Requisition to Unlock)

The Balmorran Arms HR-IO4 ion railgun is a ship-mounted magnetic cannon with extraordinary range. It fires ion particles enclosed in a magnetic field which do minimal hull damage but cause severe damage to shields, and drain weapon and engine power.

Tier

Upgrades

Requisition cost

1

Railgun accuracy increased by 3% and tracking increased by 5%

1000

2

The time required to fully charge the railgun is reduced by 10%

2500

3

Ion Railgun hits drain an additional 10 units of energy

5000

4

Critical damage chance increased by 10%

10000

Railgun hits arc to hit up to 3 nearby enemies, doing 50% damage and 18% of the engine and weapon power drain

5

Railgun hits slow target by 40% for 6 seconds.

15000

Railgun hits stop energy regeneration for 6 seconds

2.2 Slug Railgun (2000 Requisition to Unlock)

Originally designed by Balmorran Arms, HR-0C Slingshot slug railguns are basic magnetic cannons with extraordinary range. The "slug" is a metal projectile that delivers high damage and partially bypasses a target’s shield. When fully charged, a slug railgun’s damage output can be absolutely devastating

Tier

Upgrades

Requisition cost

1

The time required to fully charge the railgun is reduced by 10%

1000

2

Shield piercing increased by 10%

2500

3

Railgun damage ignores 100% of enemy armor

5000

4

Railgun accuracy increased by 3% and tracking increased by 5%

10000

Consumes 10% less power per second

5

Railgun critical hit chance increased by 20%

15000

Railgun damage increased by 10%

2.3 Plasma Railgun (2000 Requisition to Unlock)

Czerka produces an array of exotic weaponry including the Incinerator-class plasma railgun. The Incinerator fires plasma bolts enclosed in magnetic fields, targeting enemies at extraordinary range and causing massive damage when fully charged. Plasma bolts do not pierce enemy shields directly but continue to burn a target after impact, causing significant damage over time to both shields and hull

Tier

Upgrades

Requisition cost

1

The time required to fully charge the railgun is reduced by 10%

1000

2

Critical hit chance increased by 10%

2500

3

Consumes 10% less power per second

5000

4

Target’s damage reduction is reduced by 20% while damage over time is active

Charges your shield with energy for 15 seconds that is released as damage against your next attacker

Fortress Shield

Stats:

-30% Shield Power Capacity

Active Ability

Increase shield strength by 100% for 30 seconds, but immobilize the ship while active. The pilot can manually deactivate this ability and triggering a defensive maneuver or boost will automatically deactivate the shield. A 30 second cooldown is triggered when this ability is deactivated.

Engine Power Converter

Active Ability

Transfer 20% of the shield’s power to the engine power pool

Charged Plating (1500 Requisition to Unlock)

The Merr-Sonn 00D-A charged plating shield system includes a strong shield with a good regeneration rate; however, approximately half of all damage done to the shield bleeds through to a ship’s hull. To compensate for this problem, the pilot may activate the system’s charged plating and significantly increase the hull’s damage reduction for a short period

Tier

Upgrades

Requisition cost

1

Reduce the amount of damage that bleeds through your shields to your hull when hit by 10%

1000

2

Ability duration is increased by 4 seconds

2500

3

Damage taken while Charged Plating is active will generate 5 weapon power per hit. This effect can occur once per second

10000

Damage taken while Charged Plating is active will generate 5 engine power per hit. This effect can occur once per second

Quick-Charge Shield (1500 Requisition to Unlock)

The Cygnus PulseScreen quick-recharge shield has limited strength but regenerates quickly. The latest model also includes an emergency boost, allowing a pilot to instantly restore a large portion of the shield’s energy

Tier

Upgrades

Requisition cost

1

Shield power pool regeneration amount increased by 6%

1000

2

Shield power pool regeneration rate increased by 15%

2500

3

Shields regen at 60% of normal while taking damage

10000

Ability cooldown time reduced by 10 seconds

Directional Shield(1500 Requisition to Unlock)

The most versatile shield available on the open market is Prexton’s MD-FA directional shield. It has moderate total stopping power but allows a pilot to shift shield strength and regeneration rate between fore and aft shield arcs

Tier

Upgrades

Requisition cost

1

The power cost of using the Directional Shield ability is removed

1000

2

Shield power pool increased by 10%

2500

3

Shield regeneration delay decreased by 3 seconds

10000

Shield power pool regeneration rate increased by 10%

Distortion Field(1500 Requisition to Unlock)

The Colicoid Creation Nest’s Membrane defense system augments a low-strength shield with unknown alien technologies, providing a constant boost to a ship’s evasion rating. Pilots can activate an additional function of the system to temporarily provide an additional (and enormous) evasion boost

Tier

Upgrades

Requisition cost

1

Increases the chance enemies will miss you by 10% while the ability is in effect

1000

2

Ability cooldown time reduced by 10 seconds

2500

3

Ability duration is increased by 3 seconds

10000

Distortion field disables missile lock of enemies currently targeting you

Feedback Shield(1500 Requisition to Unlock)

The Mandalorian Clan Deshra reverse-engineered the alien technology behind their Retribution feedback shields almost a century ago, and now sell handcrafted Retribution devices to the highest bidder. These shields have only moderate strength, but can be activated with an additional energy charge that delivers significant damage to the next enemy to hit the shield with a primary weapon

Tier

Upgrades

Requisition cost

1

Feedback damage increased by 15%

1000

2

Ability cooldown time reduced by 10 seconds

2500

3

Feedback Shield has a 20% chance to do critical damage to enemies

10000

Feedback shock drains 10% of the attacker’s weapon and engine power

Fortress Shield(1500 Requisition to Unlock)

The Prexton LV-F deflector shield has low total stopping power until its "fortress" program is activated. So long as a pilot holds position and maintains zero acceleration, the activated fortress program significantly boosts shield strength. The effect is lost as soon as the ship begins to move

Tier

Upgrades

Requisition cost

1

Ability cooldown time reduced by 10 seconds

1000

2

Shield strength increased by an additional 20% when fortress shield ability is active

2500

3

Ability duration is increased by 10 seconds

10000

Blaster power pool regeneration increased by 30% while fortress shield ability is active

Engine Power Converter(1500 Requisition to Unlock)

The Cygnus Burner deflector shield is average but unextraordinary in most respects, offering moderate total stopping power against enemy weapons. Where it shines, however, is its engine power converter, allowing a pilot to transfer a portion of shield power to the engine reserves. A "must have" for pilots who value speed above all else

Triggers an immediate speed boost while reducing the speed of nearby enemies

Weapon Power Converter (1500 Requisition to Unlock)

Designed for pilots in need of extra firepower, Czerka’s L-41C weapon power converter enables a pilot to transfer a portion of a ship’s engine power to the weapon reserves. As a result, an equipped ship can fire its weapons for a longer sustained period

Tier

Upgrades

Requisition cost

1

Ability cooldown time reduced by 3 seconds

1000

2

The cost of using engine component abilities and maneuvers is reduced by 10%

2500

3

Blaster power pool increased by 15%

10000

Engine power pool increased by 15%

Shield Power Converter (1500 Requisitions to Unlock)

Rather than encouraging fancy flying and ostentatious maneuvers, the Celestial Industries Unbreakable engine system allows pilots to transfer a portion of its engine power to the ship’s shield power reserves. Its advertising is simple and direct: "Stronger shields mean a better defense

Tier

Upgrades

Requisition cost

1

Ability cooldown time reduced by 3 seconds

1000

2

The cost of using engine component abilities and maneuvers is reduced by 10%

2500

3

Shield power pool increased by 15%

10000

Engine power pool increased by 15%

Barrel Roll (1500 Requisitions to Unlock)

Combined with high-grade inertial compensators and thrust regulators, the Vokoff-Strood STAR-94 engine system allows pilots to perform a barrel roll that boosts a ship’s evasive capabilities–making it difficult to hit with direct-fire weapons and shaking any enemy missile locks. Vokoff-Strood has only recently entered the starfighter market, but its expertise with high-performance land- and airspeeders is serving it well

Tier

Upgrades

Requisition cost

1

Reduces the power cost of activating Barrel Roll by 15

1000

2

Ability cooldown time reduced by 5 seconds

2500

3

Engine speed increased by 10%

10000

Ship’s turning rate increased by 10%

Koiogran Turn (1500 Requisitions to Unlock)

Utilizing a high-powered array of maneuvering thrusters, the Czerka K-57B engine system allows starfighters to perform the "Koiogran Turn," a defensive maneuver that quickly turns the ship 180 degrees to face any potential pursuers and return fire without losing speed. This maneuver has the added benefit of evading any missiles that might be locked on.

Tier

Upgrades

Requisition cost

1

Reduces the power cost of activating Koiogran Turn by 15

1000

2

Ability cooldown time reduced by 5 seconds

2500

3

Engine speed increased by 10%

10000

Ship’s turning rate increased by 10%

Retro Thrusters (1500 Requisitions to Unlock)

Elsinore-Cordova’s Lukaze Four engine and thruster system stands out for its inclusion of retro thrusters, allowing a ship to briefly accelerate in reverse. The maneuvering ship flies straight backwards, boosting its evasion before resuming its original course (and accelerating back to its forward speed). Named for famed Bothan pilot Ne’wha Lukaze, retro thrusters allow a pilot to slip behind pursuers who get too close

Tier

Upgrades

Requisition cost

1

Reduces the power cost of activating Retro Thrusters by 15

1000

2

Ability cooldown time reduced by 5 seconds

2500

3

Ship’s turning rate increased by 10%

10000

Engine power pool increased by 20%

Power Dive (1500 Requisitions to Unlock)

Bold pilots praise Celestial Industries’ Powerhouse engine for its ability to support power dive maneuvers, in which the pilot flips his or her vessel and "dives" in order to shake pursuers and evade lock-on missiles. The maneuver has been known to cause lesser pilots to black out, but those purchasing Powerhouses know what they’re in for

Tier

Upgrades

Requisition cost

1

Reduces the power cost of activating Power Dive by 15

1000

2

Ability cooldown time reduced by 5 seconds

2500

3

Engine speed increased by 10%

10000

Ship’s turning rate increased by 10%

Snap Turn (1500 Requisitions to Unlock)

The Czerka K-57CE engine’s gravity capacitors and maneuvering thrusters have been specially calibrated for the popular "snap turn" defensive maneuver, allowing bold pilots to perform a 180-degree snap turn in a matter of seconds

Tier

Upgrades

Requisition cost

1

Reduces the power cost of activating Snap Turn by 15

1000

2

Ability cooldown time reduced by 5 seconds

2500

3

Engine speed increased by 10%

10000

Ship’s turning rate increased by 10%

Rotational Thrusters (1500 Requisitions to Unlock)

The Keizar-Volvec KV807-A engine system was built for combat, allowing a pilot to stop all forward momentum and spin to face his or her current target. The maneuver, though risky, has brought about the destruction of many enemies certain of their maneuverability or racing in overconfident pursuit

The Merr-Sonn TX-100 weapon power magazine component boosts the ship’s maximum weapon power. Popular for use on ships with power-heavy arsenals as well as with pilots who just want an extra edge

Tier

Upgrades

Requisition cost

1

Blaster power pool increased by an additional 4%

1000

2

Blaster power pool increased by an additional 4%

1500

3

Blaster power pool increased by an additional 4%

2500

Munitions Capacity Extender (1000 Requisitions to Unlock)

Elsinore-Cordova’s CAR-X4 ordnance magazine component increases the ammunition capacity of a ship’s secondary weapons. This feat is accomplished not by adding extra storage space, but by using suppressors and repulsors to render ammunition inert and lightweight while in storage–allowing missiles and other weapons to be packed safely and tightly together

Tier

Upgrades

Requisition cost

1

Ammunition capacity increased by an additional 10%

1000

2

Ammunition capacity increased by an additional 10%

1500

3

Ammunition capacity increased by an additional 10%

2500

Regeneration Extender (1000 Requisitions to Unlock)

After a lengthy development time, GSI’s RAPID weapon power regeneration technology took the arms industry by storm. The RAPID magazine component increases a ship’s weapon power regeneration rate by essentially "recycling" extra heat generated by weapon stabilizers

The BlasTech SF-12 capacitor component increases the rate of fire of a ship’s primary weapons by feeding energy to both the weapons and augmented cooling systems. It has a reputation for safety and reliability

Tier

Upgrades

Requisition cost

1

Primary weapon rate of fire increased by an additional 3%

1000

2

Primary weapon rate of fire increased by an additional 3%

1500

3

Primary weapon rate of fire increased by an additional 3%

2500

Damage Capacitor (1000 Requisitions to Unlock)

Designed to boost the energy output–and by extension, the resulting damage–of a ship’s primary weapons, the Merr-Sonn TQ-895 capacitor component is favored by pilots who want to hit hard and fast

Systems is a term being used to apply to a lot of components. This section is devoted to the system components that are exclusive to the scouts.

Scout Systems Overview

Scout Systems

Stats

Targeting Telemetry

Increases weapon accuracy by 10%, critical chance by 5% and sensor range by 5000m for 10 seconds. Also removes cloaking effects from all enemies within 3000m.

Sensor Beacon

Drops a sensor beacon at your current location. The beacon will detect enemies, transmitting their location to nearby team members. It will also reduce the evasion of all foes within 5000m by 10%. It will last for 180 seconds, or until destroyed. One beacon may be active at a time

Booster Recharge

Regenerates 5% engine power per second for 6 seconds

Blaster Overcharge

Increases the rate of fire by 25% and weapon power regeneration by 15% for 9 seconds

Targeting Telemetry (2000 Requisitions to Unlock)

Alibata-Unyo’s advanced sensor system includes custom hardware and software that allow an equipped ship to temporarily boost its sensor range. In addition, the system’s targeting telemetry is so precise that it eliminates any cloaking effects on nearby enemy ships

Targets within dispel radius have evasion reduced by 5% for the ability duration

10000

Evasion increased by 8% for the ability duration

5

Critical magnitude increased by 25% and critical chance increased by an additional 10% for the duration of the ability

15000

Primary weapon range increased by 15% for the duration of the ability

Sensor Beacon (2000 Requisitions to Unlock)

The Carbanti United Mark Six sensor beacon is an immobile, unarmed drone with long-range sensors and communication rigs. When deployed, it allows the deploying ship’s squadron to detect enemies in the beacon’s vicinity, and interferes with the systems of nearby hostile ships.

Tier

Upgrades

Requisition cost

1

Cooldown time reduced by 30 seconds

1000

2

Sensor and communication radius increased by 5000m

2500

3

Sensor Beacon lifespan increased by 2 minutes

5000

4

Probe reduces the accuracy of nearby foes by 10%

10000

Probe reduces the sensor radius of nearby foes by 5000m, and their communication radius by 2500m

5

Up to 2 Sensor Beacons can be active at once

15000

Hull strength increased by 20%. Damage reduction increased by 50%.

Booster Recharge (2000 Requisitions to Unlock)

Keizar-Volvec’s KV609-B engine battery cells allow a ship to rapidly refill a portion of its engine power reserve. In effect, this allows a pilot to use boosters for an extended period, maintaining particularly impressive speeds.

Tier

Upgrades

Requisition cost

1

Ability cooldown time reduced by 5 seconds

1000

2

Booster Recharge regenerates 50% more power while active

2500

3

Duration of the Booster Recharge increased by 2 seconds

5000

4

Engine power regeneration permanently increased by 10%

10000

Engine power capacity permanently increased by 10%

5

20% of the engine power pool is instantly refilled when Booster Recharge is activated

15000

Weapon and shield power slowly regenerates while Booster Recharge is active

Blaster Overcharge (2000 Requisitions to Unlock)

Merr-Sonn’s LCC-33 Blaster Overcharge system temporarily increases the rate of fire of ship blasters to devastating effect, while simultaneously increasing the primary weapon recharge rate to compensate for the heavier power draw

Tier

Upgrades

Requisition cost

1

Blaster Overcharge cooldown reduced by 20 seconds

1000

2

Increases the chance to Crit by 8% while Blaster Overcharge is active

2500

3

Increases the Duration of Blaster Overcharge by 3 seconds

5000

4

Weapon power regenerates 14% faster while Blaster Overcharge is active

10000

Increases the rate of fire by 8% more while Blaster Overcharge is active

5

Increases blaster damage by 10% while Blaster Overcharge is active

15000

Blaster range improved by 10% while Blaster Overcharge is active

Related Posts

And just think, alot of the components effect the design of your ship. As in, you can see the difference between a standard laser cannon and a Quad laser cannon. Customization is HUGE in this apparently.

Michael Scott Kroush

And that’s one of the things that has me psyched about this expansion, which, as we speak is downloading. It’s taking me back to the days of Wing Commander 3 and 4, but without Mark Hamill or Tom Wilson.

iceberg265

A lot more complicated than i was expecting, not necessarily a bad thing.

abe nassi

TL;DR. It’s not really as complicated as it looks like here, when you view it in game actually

Zan

Well, someone was busy during the test. Fan of the site, just wanted to say thanks for compiling all of this, and it was a blast flying with you.
I mean that literally; we blew the crap out of each other a few times.

is there a guide for strike fighter builds? I can find the scout and gunship ones only. Love the site=)

Dan Panamaroff

Thanks a lot for doing this. My path for ship upgrades is now clear.

jay

Are there definitions to each stat? Like exactly how they work? I.E. Sensor Dampening. Or anything describing what is a good level for a stat?

Wakka

I’m trying to determine how someone in a scout fighter disappears right in front of me. I can’t see any systems or components that give a stealth ability, but there definitely is one. My target will disappear off my sensors when I’m trying to railshot him, then I can’t detect any enemies until he pops up behind me in blaster range and and makes a 2 second kill out of me.

Is it the distortion shield dampening field ability? I dont see anything in the tooltip saying that it provides sensor dampening, but its the only thing I’ve seen in the builds that might be it.

EDIT: not complaining that its OP, I just want to know how to build a stealth scout 😀

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